Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
bar: usize,
baz: usize,
}
// Normally you would do this:
let foo = Foo {
bar: 10,
..Default::default()
};
// But now you can do this:
let foo = Foo {
bar: 10,
..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
# Objective
- Bevy currently has no simple way to make an "empty" Entity work correctly in a Hierachy.
- The current Solution is to insert a Tuple instead:
```rs
.insert_bundle((Transform::default(), GlobalTransform::default()))
```
## Solution
* Add a `TransformBundle` that combines the Components:
```rs
.insert_bundle(TransformBundle::default())
```
* The code is based on #2331, except for missing the more controversial usage of `TransformBundle` as a Sub-bundle in preexisting Bundles.
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
# Objective
- Remove all the `.system()` possible.
- Check for remaining missing cases.
## Solution
- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.
You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.
Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes#2190, introduced in #2112.
Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Resolves#1253#1562
This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.
In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.
I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top.
I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do.
Co-authored-by: John Mitchell <toasterthegamer@gmail.com>
Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>